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@IL
Tests Stability Tests
Ability pool + d6, difficulty 2 (easy) to 8 Difficulty 4, or lose Stability pool
Normal
(impossible) Incident Loss
Lead spends pool and rolls, other players add A human opponent attacks you with evident intent to
2
Piggybacking 1 pool (no benefit to roll), + 2 difficulty for do serious harm
each player not paying pool You are in a car or other vehicle accident serious
2
Lead spends pool and rolls, each player adds enough to pose a risk of injury
Cooperation
pool (+1 for each added beyond 1) A human opponent attacks you with evident intent to
3
Contests First to act, first to test; first to fail, loses kill
You see a supernatural creature from a distance 3
Fighting You see a supernatural creature up close 4
Scuffling vs. Scuffling or Shooting vs. Shooting You see a particularly grisly murder or accident scene 4
Higher current fighting pool goes first You learn that a friend or loved one has been violently
6
Hit Threshold (HT) is 3 (4, if Athletics rating 8+) killed
You are attacked by a supernatural creature 7
Free-for-all Combat You see a friend or loved one killed 7
Determined by highest fighting pool You see a friend or loved one killed in a particularly
Order of action 8
(Scuffling or Shooting) at start of combat gruesome manner
Tie-breaker 1 Ability rating
Tie-breaker 2 PCs over enemies Losing It
Tie-breaker 3 Player arrival time Stability Pool Effect
Shaken – Seem distracted: no Investigative
0 to -5
Weapon Table (Damage: d6 + Damage Modifier) abilities can be used; +1 difficulty to all tests
Weapon Type Damage Mental Illness* – Like Shaken; permanently
-6 to -11
Modifier lose 1 Stability rating point
Fist, Kick -2 Permanently Insane – May commit one last
-12 or more
Small improvised weapon, police baton, knife -1 crazy act; make a new character
Machete, heavy club, light firearm 0 * If mental illness from mundane cause, then Post-Traumatic
Sword, heavy firearm +1 Stress Disorder (PTSD). If mental illness from supernatural cause,
see p. 47.
Armor (Subtract From Damage)
Light Body Armor -2 from bullets, -1 cutting/stabbing Psychological Triage
Military Body Armor -3 from bullets. -1 cutting/stabbing For each Shrink point spent by another player, player can
regain 2 Stability points.
Cover (Reduces/Increases HT) If mental illness, another player can spend 2 Shrink points to
Exposed (No barrier) -1 give temporary lucidity for remainder of current scene.
Partial Cover (Half body exposed) 0
Full Cover (Barrier completely protects) +1 Head Games
During prologue to a case, Shrink test
Exhaustion, Injury, and (difficulty 4)
Gruesome Death Mental Three consecutive cases with success and
Health Pool Effect Illness Cure Stability stays above 0, then cured
Consciousness Roll vs. absolute negative Health If mental illness again, regains condition
Below 0
pool (can spend Health; reduces pool) permanently
Hurt – No Investigative abilities can be used; +1 Suppress Successful Shrink test suppresses symptoms
0 to -5 Symptoms
difficulty to all tests till next Stability loss.
Wounded – Make a Consciousness Roll; no
Investigative abilities can be used; can no longer Regaining Pool Points
-6 to -11 All Investigative
fight; till First Aid is given, lose 1 Health pool End of case
per 30 minutes abilities
-12 or more Dead – Make a new character Stability Between cases
Health 2 points per day of restful activity
Medic Athletics, Driving,
24 hours from last expenditure
Hurt Each point spent by another player, add 2 Health Scuffling, Shooting
pool All other abilities End of case
Wounded Another player may spend 2 points to stabilize;
no Health regained. Character must convalesce 1
day per negative Health pool; day 1 at 0 Health,
go to half pool; day 2, regain full Health pool